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Acquisitions Inc. switching to Daggerheart
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9757287" data-attributes="member: 7023840"><p>....<em>kind of. </em></p><p>Look, here's a snippet from <em>Daggerheart</em> that I think is helpful:</p><p>“The game takes a fiction-first approach, encouraging players and GMs to act in good faith with one another and focus on the story they’re telling rather than the complexity of the mechanics." (p. 4)</p><p></p><p>Personally, I think that is great! If X people play D&D, it is certainly true that there is a number of people (X-y) that play that way- in a fiction first manner, in good faith, focusing on telling a story together and not on the complexity of the mechanics.</p><p></p><p>On the other hand, I'd argue that there is some number of people that play D&D (that number is y) that <em>do not </em>play D&D in that way. One of the weird mysteries of D&D that we see play out repeatedly in these threads, often through people arguing, is that you have groups that are both (X-y) and <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(y)" title="Thumbs up (y)" data-smilie="22"data-shortname="(y)" /> playing the same game, but are playing it ... differently.</p><p></p><p>It gets back to one of the ... bigger debates ... that we see. How much does the system matter- and how much is playing really about second-order design (how individuals tables end up playing the game)? That's not a conversation I want to have, but it reminded me of an <a href="https://www.enworld.org/threads/a-remembrance-of-everway-the-first-wotc-rpg-that-was-too-good-to-succeed.696191/" target="_blank">essay I wrote about the TTRPG Everway</a>, and more specifically this quote in a review of the game:</p><p></p><p></p><p><em>...Everway is so far out of the mainstream, it's barely recognizable as an RPG. For starters, it has no dice. It has no tables or charts. A deck of cards directs the flow of the game. Monster bashing, treasure hunting, dungeon crawling bye-bye; Everway is pure narrative. We've seen these elements before: the Amber game pioneered diceless role-playing, White Wolf's Vampire: the Masquerade game championed storytelling over combat encounters, and TSR's 1988 BULLWINKLE AND ROCKY game used cards to help players improvise adventures. But they've never been integrated so faultlessly or presented so imaginatively. Everway will have veteran players and critics (like me, who tend to overreact to anything off the beaten path that's even halfway well-done) doing handsprings. Novices, however, should proceed with caution. This is hazardous territory.</em></p><p><em></em></p><p><em>...<strong>In my regular AD&D sessions, I never use dice or charts, nor do I allow my players to use them</strong>. The same goes at my convention appearances- no dice at my tables. In 10 years, I've yet to have a single player abandon ship. <strong>Everway codifies the freeform style favored by me and (I suspect) thousands of other referees.</strong> It makes for a brisk game, and Everway, to its credit, plays at blinding speed. But to an unprecedented extent, the success of an Everway adventure depends on the improvisational skills of the referee, his ability to come up with interesting plot twists, characters, and scenic details on the spur of the moment. And players must respond in kind, relying on their imaginations instead of die-rolls to forge their characters' destinies. I've spent many a painful afternoon watching would-be referees struggle to stage elementary AD&D encounters and exasperated novices trying to translate lists of numbers into three-dimensional personalities. It isn't easy, even with detailed rules and funny-sided dice to use as crutches.</em></p><p></p><p></p><p>The reason I am reminded of this is that fiction-first games were well-known, <em>and run using AD&D</em> (in this case, 2e), long before "fiction first" was a thing. I could pull quotes from the 1970s. It's a long-standing issue in the game- how much should be "fiction first," how much should be "emergent," how much should be "diceless,"* and so on.</p><p></p><p>*There have been long schisms about the divide between various "diced" and "diceless" areas in D&D, and as the quote above shows, some people just went diceless completely.</p><p></p><p>I think that Daggerheart will be a fascinating experiment from my P.O.V. Why? Because it is well-backed. It has celebrity (well, "TTRPG celebrity") backing. It has a platform (streaming) to "show people how to play" that didn't used to exist. It has publicity - a good amount of "mindshare" already. And it's trying to make formalize a fiction-first approach to the game in an atmosphere that might be more accepting of it in terms of the mass market- while still maintaining some "bones" of D&D that appeal to others (I did a brief survey and found some entertaining "optimization" arguments on Reddit).</p><p></p><p>Personally, there are a lot of reasons that it's not my bag, but I can't wait to see how it does over the next few years. Heck, maybe we will see more people start playing one pagers and truly experimental TTRPGs. Not that I'm holding my breath.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9757287, member: 7023840"] ....[I]kind of. [/I] Look, here's a snippet from [I]Daggerheart[/I] that I think is helpful: “The game takes a fiction-first approach, encouraging players and GMs to act in good faith with one another and focus on the story they’re telling rather than the complexity of the mechanics." (p. 4) Personally, I think that is great! If X people play D&D, it is certainly true that there is a number of people (X-y) that play that way- in a fiction first manner, in good faith, focusing on telling a story together and not on the complexity of the mechanics. On the other hand, I'd argue that there is some number of people that play D&D (that number is y) that [I]do not [/I]play D&D in that way. One of the weird mysteries of D&D that we see play out repeatedly in these threads, often through people arguing, is that you have groups that are both (X-y) and (y) playing the same game, but are playing it ... differently. It gets back to one of the ... bigger debates ... that we see. How much does the system matter- and how much is playing really about second-order design (how individuals tables end up playing the game)? That's not a conversation I want to have, but it reminded me of an [URL='https://www.enworld.org/threads/a-remembrance-of-everway-the-first-wotc-rpg-that-was-too-good-to-succeed.696191/']essay I wrote about the TTRPG Everway[/URL], and more specifically this quote in a review of the game: [I]...Everway is so far out of the mainstream, it's barely recognizable as an RPG. For starters, it has no dice. It has no tables or charts. A deck of cards directs the flow of the game. Monster bashing, treasure hunting, dungeon crawling bye-bye; Everway is pure narrative. We've seen these elements before: the Amber game pioneered diceless role-playing, White Wolf's Vampire: the Masquerade game championed storytelling over combat encounters, and TSR's 1988 BULLWINKLE AND ROCKY game used cards to help players improvise adventures. But they've never been integrated so faultlessly or presented so imaginatively. Everway will have veteran players and critics (like me, who tend to overreact to anything off the beaten path that's even halfway well-done) doing handsprings. Novices, however, should proceed with caution. This is hazardous territory. ...[B]In my regular AD&D sessions, I never use dice or charts, nor do I allow my players to use them[/B]. The same goes at my convention appearances- no dice at my tables. In 10 years, I've yet to have a single player abandon ship. [B]Everway codifies the freeform style favored by me and (I suspect) thousands of other referees.[/B] It makes for a brisk game, and Everway, to its credit, plays at blinding speed. But to an unprecedented extent, the success of an Everway adventure depends on the improvisational skills of the referee, his ability to come up with interesting plot twists, characters, and scenic details on the spur of the moment. And players must respond in kind, relying on their imaginations instead of die-rolls to forge their characters' destinies. I've spent many a painful afternoon watching would-be referees struggle to stage elementary AD&D encounters and exasperated novices trying to translate lists of numbers into three-dimensional personalities. It isn't easy, even with detailed rules and funny-sided dice to use as crutches.[/I] The reason I am reminded of this is that fiction-first games were well-known, [I]and run using AD&D[/I] (in this case, 2e), long before "fiction first" was a thing. I could pull quotes from the 1970s. It's a long-standing issue in the game- how much should be "fiction first," how much should be "emergent," how much should be "diceless,"* and so on. *There have been long schisms about the divide between various "diced" and "diceless" areas in D&D, and as the quote above shows, some people just went diceless completely. I think that Daggerheart will be a fascinating experiment from my P.O.V. Why? Because it is well-backed. It has celebrity (well, "TTRPG celebrity") backing. It has a platform (streaming) to "show people how to play" that didn't used to exist. It has publicity - a good amount of "mindshare" already. And it's trying to make formalize a fiction-first approach to the game in an atmosphere that might be more accepting of it in terms of the mass market- while still maintaining some "bones" of D&D that appeal to others (I did a brief survey and found some entertaining "optimization" arguments on Reddit). Personally, there are a lot of reasons that it's not my bag, but I can't wait to see how it does over the next few years. Heck, maybe we will see more people start playing one pagers and truly experimental TTRPGs. Not that I'm holding my breath. [/QUOTE]
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